Difference between revisions of "Darkness"

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''':<font color=#D00000><b>This page is under construction.</b> Only few have explored the darkness and fewer still shared their findings. We will continue to update this page as more is revealed.</font>
 
  
 
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The further one ventures from Boston, the more untamed the wilderness; mountains spring forth, water pools in great lakes, and forests sprawl miles wide. Eventually light itself is quelled by the lack of civilization, and the land becomes gloomy. In this land man's presence is despised by nature itself, and she moves to snuff him.
 
The further one ventures from Boston, the more untamed the wilderness; mountains spring forth, water pools in great lakes, and forests sprawl miles wide. Eventually light itself is quelled by the lack of civilization, and the land becomes gloomy. In this land man's presence is despised by nature itself, and she moves to snuff him.
  
The Darkness is also said to be home to unique biomes. Explorers have reported biomes they have "never seen before" whilst exploring the Darkness. Although the thoroughness of their exploration might be called into question, we know for a fact that certain biomes only appear far from Boston.
 
  
 
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*Max [[humour]] levels
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*[[Humour]] levels
 
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A higher cap allows one to travel further before drain sets in.<br>
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Humor drain begins immediately on entering darkness, but a higher humor level does allow less chance of darkness KO.<br>
Humour caps must be balanced; lower humours will drain sooner and faster
 
 
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If the healing rate of food eaten exceeds the drain of the darkness, the result will be a net gain.<br>
 
If the healing rate of food eaten exceeds the drain of the darkness, the result will be a net gain.<br>
As such, food is only viable in lesser darkness or with the aid of:
 
 
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*Light sources
 
*Light sources
 
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Although not able to stop drain completely, light will lessen it <small>[2]</small><br>
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Light sources have no effect on darkness drain<br>
One [[torch]] is more powerful than one [[Pile_of_Wood|pile of wood]], and can be used to quickly 'spam' wood piles in an emergency.<br>
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Groups of players each with a torch will have less humour drain together than spread out.
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*Being Indoors
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Being inside a house or mine has no effect on darkness drain.<br>
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*Advancing civilization
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[[Church|Churches]] counteract the Darkness by creating a radius of civilization approximately 400 tiles in every direction.<br>
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Within the radius, the world behaves as it does near Boston, with no darkness spawns and no drain.<br>
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== In development ==
 
== In development ==
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*Advancing civilization
+
 
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[[Church|Churches]] have been said to counteract the Darkness(source), although in what way they do this is not known.<br>
 
We are not sure if the effect will be only inside churches, or a radius around them, or if they will not affect the drain and will only act as protection against hostile mobs.<br>
 
It has also been rumored that advancing server-wide civilization will push back the darkness boundary server wide. This is only speculation.
 
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*Unique creatures
 
*Unique creatures
 
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It has been confirmed(source) that the darkness will be home to unique creatures that new players should not have to deal with.<br>
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It has been confirmed that the darkness will be home to unique creatures that new players should not have to deal with.<br>
Development diaries (such as the one on witchcraft) often display creeping creatures in dark areas.
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Thus far, the [[Argopelter]], [[March Hare]], [[Rat]], [[Wishpoosh]], [[Hydrukey]], [[LumberLord]], [[Furfur]], and [[Squonk]] have been added as darkness only creatures, with more said to be on the way.
 
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*Unique item spawns
 
*Unique item spawns
 
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It is also confirmed(source) that unique items will spawn in the darkness, though we have no indication of what these might be.
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It is also confirmed that unique items will spawn in the darkness, though so far this is limited to a few fish.
 
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: <small>Tael: Also Loftar: I have found that being KO'ed as a result of drain in the darkness does Not cause you to lose any stats. Is this intended, or a bug?<br>
 
: <small>Tael: Also Loftar: I have found that being KO'ed as a result of drain in the darkness does Not cause you to lose any stats. Is this intended, or a bug?<br>
 
: loftar: Hm, that is indeed not intended. I'll have to look into that, Tael.</small>
 
: loftar: Hm, that is indeed not intended. I'll have to look into that, Tael.</small>
 
* Setting your homestead in a humour draining area is a bad idea
 
: <small>When respawning at a lean-to in a humour draining area, you will immediately be KO'd again. You will then be presented with an option to respawn in Boston.</small>
 
 
== Further research ==
 
 
Since KO's in the darkness have no real penalty at the moment, now is the perfect time to gather some research. I have compiled a list of things I think this page needs. If you can provide any please find [[Rushmik]] on the IRC and we can chat. I try to give as much credit as possible in the footnotes!
 
 
* How far can you get, and what was your strategy?
 
 
* Screenshots:
 
** Various levels of darkness
 
** Unique biomes
 
 
* Settlements:
 
** Describe your success/failure at settling in this land.
 
** Does the inside of a house negate all the drain outside?
 
:Being indoors does NOT make any difference to drain/regen --[[User:Nixman|Nixman]] 15:04, 9 December 2012 (CST)
 
  
 
== Creatures ==
 
== Creatures ==
  
So far known [[Argopelter]]s live in Darkness. It's rare and it's something new players shall not approach. [[Argopelter]]s fly and make sure to dodge your attacks. They fly up on a tree and throw branches at you. Difficult to kill.
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[[Argopelter]]s live in Darkness. It's rare and something weak players should not approach. [[Argopelter]]s run around on the ground until they agro. At that point, they climb the nearest tree to the player and throw branches at you. Difficult to kill.
  
There are more planned creatures for Darkness, said Jorb and Loftar.
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[[Rat]]s, [[Wishpoosh]]es and [[Hydrukey]]s also spawn only in darkness. Rats and Hydrukeys will not aggro witches (but Argopelters and Wishpooshes will do so!).
  
== Footnotes ==
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Pro Tip:  The best way to kill an Argopelter is to lure it out of its tree by standing outside of stick range.  When the Argopelter attempts to switch trees, stand between it and its destination and stab as it runs past.  Argopelters will never attack directly, only throw sticks.
  
# The distance to the darkness is consistent North and South (confirmed by [[SkippyDippy]]) and assumed to also be East and West
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The [[March Hare]] can be found in darkness as a rare form of [[Rabbit]]. They can only be revealed by attacking a rabbit.
# Research by [[Tael]] confirms that light sources cannot completely stop the drain, but will slow it. Tael found the point at which his humours first started to drain, created a large amount of light and still found that his humours were draining, albeit very slowly. He also brought a low-humour friend and found the same to be true.
 
  
 
[[Category:Content]]'''
 
[[Category:Content]]'''

Revision as of 15:59, 15 April 2015



A shot of a player in the darkness


The further one ventures from Boston, the more untamed the wilderness; mountains spring forth, water pools in great lakes, and forests sprawl miles wide. Eventually light itself is quelled by the lack of civilization, and the land becomes gloomy. In this land man's presence is despised by nature itself, and she moves to snuff him.


Humour drain

Far from Boston, light levels begin to drop. Venture far enough into the darkness and humours will begin to drain. A pilgrim with stats of 25/35/34/29 will see the drain in their blood humour first, and closer to Boston. The weakest of explorers will see drain in areas with only a visible gloominess. The further into the Darkness this character moves, the more extreme the humour drain, and the higher their humour cap will have to be to resist it. The factors that affect this drain are:

  • Distance from Boston

This is most easily measured by thickness of the darkness
The drain will be more severe the further from civilization one travels

Humor drain begins immediately on entering darkness, but a higher humor level does allow less chance of darkness KO.

  • Food consumption

If the healing rate of food eaten exceeds the drain of the darkness, the result will be a net gain.

  • Light sources

Light sources have no effect on darkness drain

  • Being Indoors

Being inside a house or mine has no effect on darkness drain.

  • Advancing civilization

Churches counteract the Darkness by creating a radius of civilization approximately 400 tiles in every direction.
Within the radius, the world behaves as it does near Boston, with no darkness spawns and no drain.

In development

If no source is listed, please consider these merely rumors. Although I recall reading/hearing these from reliable sources you do not have to trust my memory! If anyone can provide a link to confirmation, please add it to the footnotes.

  • Unique creatures

It has been confirmed that the darkness will be home to unique creatures that new players should not have to deal with.
Thus far, the Argopelter, March Hare, Rat, Wishpoosh, Hydrukey, LumberLord, Furfur, and Squonk have been added as darkness only creatures, with more said to be on the way.

  • Unique item spawns

It is also confirmed that unique items will spawn in the darkness, though so far this is limited to a few fish.

Clothing will one day "be relevant for offsetting the adverse effects of low civilization ratings".

Bugs

  • Being KO'd by darkness drain will not penalize your stats
Tael: Also Loftar: I have found that being KO'ed as a result of drain in the darkness does Not cause you to lose any stats. Is this intended, or a bug?
loftar: Hm, that is indeed not intended. I'll have to look into that, Tael.

Creatures

Argopelters live in Darkness. It's rare and something weak players should not approach. Argopelters run around on the ground until they agro. At that point, they climb the nearest tree to the player and throw branches at you. Difficult to kill.

Rats, Wishpooshes and Hydrukeys also spawn only in darkness. Rats and Hydrukeys will not aggro witches (but Argopelters and Wishpooshes will do so!).

Pro Tip: The best way to kill an Argopelter is to lure it out of its tree by standing outside of stick range. When the Argopelter attempts to switch trees, stand between it and its destination and stab as it runs past. Argopelters will never attack directly, only throw sticks.

The March Hare can be found in darkness as a rare form of Rabbit. They can only be revealed by attacking a rabbit.